Ultra Street Fighter IV/Seth: Difference between revisions

From SuperCombo Wiki
(Making a crude character guide for Seth.)
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Landing an SPD leaves you in a very good position. After the move ends, you can dash up, position yourself properly, and either do a jumping forward crossup mixup, empty jump crouch tech, or empty jump and do SPD again to keep them in this loop. Some characters can auto-correct and still hit you while you're in the air; in that case, just keep the mixup grounded and simple with either crouch tech or SPD. If you land this move in the corner, you don't really have to do much if you don't want to. Just make sure you keep them there.
Landing an SPD leaves you in a very good position. After the move ends, you can dash up, position yourself properly, and either do a jumping forward crossup mixup, empty jump crouch tech, or empty jump and do SPD again to keep them in this loop. Some characters can auto-correct and still hit you while you're in the air; in that case, just keep the mixup grounded and simple with either crouch tech or SPD. If you land this move in the corner, you don't really have to do much if you don't want to. Just make sure you keep them there.


The situation after a Shoryuken largely depends on whether they quick wakeup or not; if they do, you can dive kick right on top of them, cross them up with jump LK or MK, or empty jump SPD/crouch tech. If they do, you are free to do any mixup you desire.
The situation after a Shoryuken largely depends on whether they quick wakeup or not; if they do, you can dive kick right on top of them, cross them up with jump LK or MK, or empty jump SPD/crouch tech. If they don't quick wakeup, you are free to do any mixup you desire.


If you have a hard read on a backdash, you can simply use the Tanden Engine a little bit early to catch a backdash.
If you have a hard read on a backdash, you can simply use the Tanden Engine a little bit early to catch a backdash.

Revision as of 03:37, 13 October 2015

Ultra Street Fighter IVUSFIV-Header.png

Seth

SSFIV-Seth Face.jpg

Seth is actually one of many bodies produced by the Living Incubator program, but was giving the assignment of overseeing the S.I.N. corporation by M. Bison. Seth developed the Tanden Engine, which allowed Seth to instantly mimic the fighting techniques of opponents he has fought. Ever ambitious, Seth decided to rebel against Shadaloo and took S.I.N. for himself. He has no intention of stopping there, however, and plans to defeat Shadaloo's leader, M. Bison, and take over everything M. Bison has created utilizing the ultimate weapon he has created within S.I.N.: the device known as BLECE.


In a nutshell

A "glass cannon" in every sense of the word. Seth is a character who has a variety of tools at his disposal for just about everything you can think of. His speed is incredible, he can deal loads of damage in seconds with extremely lengthy and hard-hitting combos, and his moves all have great priority. The price he pays for all of these perks, unfortunately, is the worst defense in the game. With the lowest health out of the entire cast, and his only reliable wakeup reversal being his Shoryuken, Seth must be played very carefully, because making one false move will cost you the round 99% of the time. Once mastered, however, the risky maneuvers one takes with Seth will eventually seem more rewarding than not.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Stand HP: On hit now -5 from -11; on block now -8 from -15
  • Diagonal Jump MK: Can now cross-up
  • Diagonal Jump HK: Hitbox removed so it can no longer cross-up
  • Yosokyaku (Headstomp): Active Frames increased to 4 frames from 3 frames
  • Tenmakujinkyaku (Dive Kick): Hurtbox slightly expanded; Hit Stun increased by 1 frame (exact data unknown)
  • Wall Jump: Movement distance reduced
  • Hyakuretsukyaku: Medium version stun damage reduced to 100 from 150
  • Hyakuretsukyaku: Hard version stun damage reduced to 150 from 200
  • Spinning Piledriver: All versions stun damage reduced to 150 from 200
  • Shoryuken: Light, Medium, and Hard versions 2nd hit can no longer be EX Focus Cancelled on block
  • Shoryuken: Medium and Hard versions startup invincibility reduced to frames 1-5 from frames 1-7; lower body invincibility moved from frames 8-22 to frames 6-22
  • Tanden Engine: Light, Medium, and Hard versions can no longer be cancelled into from Normal Moves
  • Tanden Stream (UC1): Recovery reduced to 55 frames from 66 frames; pushback on block increased
  • Tanden Typhoon (UC2): Now easier to land all hits on airborne opponents; on block now -70 from -89
  • L, M, and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best

(New to Ultra SFIV Console Digital Release)

  • Crouch MP: Recovery reduced to 9 frames from 11 frames; on hit now +5 from +3; on block now +1 from -1
  • Diagonal Jump MK: Hitbox changed to match Ver.2012 Diagonal Jump HK
  • Yosokyaku (Headstomp): Hitbox slightly expanded downward
  • Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame
  • Hyakuretsukyaku: All versions damage increased by 10 (Light: to 130 from 120, Medium: to 140 from 130, Hard: to 160 from 150, EX: to 130 from 120)

(Unlisted Changes)

  • Tanden Stream: Added extra projectile invincibility until the last recovery frame

(New to 1.04 Update)

  • Health: Increased from 800 to 850
  • Neutral Jump MK: Fixed bug where Seth would be counter-hit during active frames.

Character Specific Data

Seth

VITALS
Health: 850 Stun: 900 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.025 Forward Dash Distance: 1.35
Back Walk Speed: 0.02 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 1.30
Jump Height Apex: 2.21 Back Dash Total Frames: 25
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 2.27 Back Dash Airborne: 7
Back Jump Distance 2.10 Back Dash Recovery: 10
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Yosokyaku, Tenmakujinkyaku Hard Knockdowns: Crouch HK, Spinning Piledriver, EX Spinning Piledriver
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Hyakuretsukyaku, EX Hyakuretsukyaku, EX Tanden Engine, Tanden Stream, Tanden Typhoon
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP (1st Hit), Close HK (1st Hit), Sonic Boom
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -9 L2 FA Back Dash (On Block): -3

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 5 4 7
Close MP Close Strong.gif 75 100 40 HL sp/su 5 2 10 2 5
Close HP Close Fierce.gif 90[80] 200[150] 60 HL sp/su 4 5 20 -7 -2
Close LK Close Short.gif 35 50 20 HL - 4 2 6 3 6
Close MK Close Forward.gif 70 100 40 HL sp/su 7 2 12 0 3
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 7 2*2 16 0 5[4]
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 5 4 7
Far MP Far Strong.gif 60 100 40 HL su 6 2 13 -1 2
Far HP Far Fierce.gif 80 200 60 HL - 13 3 30 -8 -5
Far LK Far Short.gif 40 50 20 HL - 4 2 8 1 4
Far MK Far Forward.gif 60 100 40 HL - 8 3 12 -1 2
Far HK Far Roundhouse.gif 90 200 60 HL - 10 3 18 -3 1
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 3 6
Crouch MP Crouch Strong.gif 50 100 40 HL sp/su 5 2 9 1 5
Crouch HP Crouch Fierce.gif 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 -3 -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 8 1 4
Crouch MK Crouch Forward.gif 50 100 40 L sp/su 7 3 14 -5 -1
Crouch HK Crouch Roundhouse.gif 80 100 60 L - 8 2 25 -9 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 5 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 4 - - -
Neutral Jump HP Neutral Jump Fierce.gif 80 200 60 H - 4 4 - - -
Neutral Jump LK Neutral Jump Short.gif 45 50 20 H - 5 6 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 9 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 4 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 10 - - -
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H - 4 2*3 - - -
Angled Jump HP Angled Jump Fierce.gif 80 200 60 H - 4 4 - - -
Angled Jump LK Angled Jump Short.gif 45 50 20 H - 6 8 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 5 - - -
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H - 6 8 - - -
Yosokyaku (1) Head Stomp (1) 50 50 40 H - 3 3 After landing 7 - -
Yosokyaku (2) Head Stomp (2) 30 50 40 H - 4 3 After landing 7 - -
Yosokyaku (3) Head Stomp (3) 35 50 40 H - 5 3 After landing 7 - -
Tenmakujinkyaku Dive Kick 60 100 60 H - 12 Until ground - - -
Wall Jump Wall Jump - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 98 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 128 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 98 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Genocide Shot Forward Throw 130 150 40 0.92 - 3 2 20 - -
Death Throw Back Throw 130 150 40 0.92 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sonic Boom Sonic Boom 60 50 10/20 HL su 14 - Total 47 -5 -1
EX Sonic Boom Sonic Boom EX.gif 45*45 50*50 -250/0 HL su 14 - Total 58 -3 1
Shoryuken Shoryuken Jab.gif 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 -21 -
Shoryuken Strong.gif 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 -31 -
Shoryuken Fierce.gif 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 -34 -
EX Shoryuken Shoryuken EX.gif 100*50 100*50 -250/0 HL su*- 5 2*16 26+13 -34 -
Shoryuken Followup 1 Shoryuken Followup 1 40 25 0/10 HL - 4 8 After landing 13 - -
Shoryuken Followup 2 Shoryuken Followup 2 10[20x5] 10[10x5] 0/10[0] HL - 4 20[4x5] After landing 13 - -
Hyakuretsukyaku Spin Kicks Short.gif 10*120 0*100 20/10*35 HL - 12 2 36 -24 -
Spin Kicks Forward.gif 10*130 0*100 20/10*35 HL - 14 2 36 -24 -
Spin Kicks Roundhouse.gif 20*140 0*150 20/10*35 HL - 16 2 36 -24 -
EX Hyakuretsukyaku Spin Kicks EX.gif 20*110 0*250 -250/0 HL - 16 2 36 -24 -
Tanden Engine Tanden Engine Jab.gif 0 0 10/1 2.5 - 21 24 25 19 23
Tanden Engine Strong.gif 0 0 10/1 3.5 - 24 25 25 19 23
Tanden Engine Fierce.gif 0 0 1-Oct 4.5 - 26 25 25 19 23
EX Tanden Engine Tanden Engine EX.gif 0 0 -500/0 HL - 23 24 25 19 23
Spinning Piledriver Spinning Pile Driver Jab.gif 130 150 30/80 1.181 - 3 2 49 - -
Spinning Pile Driver Strong.gif 140 150 30/80 1.081 - 3 2 53 - -
Spinning Pile Driver Fierce.gif 150 150 30/80 0.981 - 3 2 56 - -
EX Spinning Piledriver Spinning Pile Driver EX.gif 170 150 -250/0 1.131 - 3 2 49 - -
Yoga Teleport Teleport 0 0 - - - - - 48 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Storm Super Combo Jab.gif 10x20*120 0 -1000/0 HL - 1+5 80 81 -45 -
Super Combo Strong.gif 10x20*120 0 -1000/0 HL - 1+10 80 81 -45 -
Super Combo Fierce.gif 10x20*120 0 -1000/0 HL - 1+15 80 81 -45 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Stream Ultra Combo 1 340 0 0/0 HL - 1+10 12 34 -25 -
Tanden Typhoon Ultra Combo 2 0*24x13*60 0 0/0 HL - 1+10 80 104 -70 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

Seth swings his elbow lightly. A slower jab than most, and it doesn't see much use due to frequent whiffs on certain characters. It does, however, afford the most frame advantage, which is barely enough for a cr. MK to link.

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

Seth chops his opponent horizontally. A decent normal, has enough frame advantage for cr. LP, cr. MP, and even close st. HP against certain characters.

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

Seth uppercuts the air above him. Seth's best close standing normal, since it can cancel into every combo ending special move. Unfortunately, it lacks a little bit of vertical range, so while the animation shows Seth punching far upwards, it can still be stuffed out by some jump-ins due to Seth's large hurtbox.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

Seth quickly knees his opponent. This normal has good tick throw potential, and should be used in place of cr. LP whenever you are close enough to the opponent, since it was the same frame advantage after but also does nearly twice as much damage.

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

Seth awkwardly sticks out his leg towards the opponent. A very seldom used move since close st. HP does the exact same thing, except close st. MK deals less damage and is slower.

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

Seth swings his leg over the opponent, dealing two hits as it comes down. Deals the most damage of the close standing normals, and leaves just enough frame advantage after for a cr. MP, potentially dealing a lot of damage in the corner with the Hyakuretsukyaku into toe taps. However, since cr. MP received a buff that gave it more frame advantage and its small pushback allows for close st. HP to link against most characters, you only see this move being used against the characters that particular link doesn't work on (Hakan, T. Hawk, and Zangief); even then, close st. HK into cr. LP or cr. MP is a tighter link, and you don't want to miss any combos as Seth.


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

Seth nonchalantly sticks his fist out. Even slower than his close jab, but it has the same frame advantage. Against larger characters, if you really want to be safe with your combos, you can opt to cancel this move into LK Hyakuretsukyaku, since it has a decent buffer window.

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

Seth leans forward a bit and punches. This can be used as an average anti-air for far away opponents and as a rudimentary combo ender if the opponent gets pushed back a little too far.

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

Seth crouches for a bit and stretches his arms out to attack the opponent as far away as possible. The infamous limb attack inherited from Dhalsim. However, it is very slow and cumbersome as an attack un like Dhalsim's st. HP; use this only at its maximum range to avoid as much punishment as possible.

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

Seth sticks his foot out to attack the opponent's legs. A good normal to interrupt the opponent's movement, but its range is a little bit lacking otherwise. Another normal to end a combo if they're too far away for anything else to connect.

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Seth kicks horizontally and quickly retracts his foot. Probably Seth's best normal for poking, as it has a surprising range that not many players are aware of, even by Seth players. If you ever want to play footsies, this move is the way to go.

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

Seth swings his leg horizontally while moving forward a bit. Nothing special about this normal in particular; while it hits harder than far st. MK, it has a much worse recovery. Use it sparingly in footsies.


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

Seth pokes out with his hand. This is your go-to hit confirm normal. It can combo into cr. MP or close st. HP pretty smoothly.

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

Seth punches in front of him. With the buff introduced in Ultra Street Fighter IV, Seth can use this normal to combo into itself or into close st. HP on most characters. It's also relatively fast, so feel free to use this in footsies as well.

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

Seth swings his elbow upwards and launches the opponent on hit. This move opens up a few combo opportunities, but is mostly used to either confirm into HK Hyakuretsukyaku or into LP Shoryuken. It can also combo into Tanden Stream, which can come in handy, but cr. HP cannot be linked from anything other than a jump-in or some specific Sonic Boom FADC combos.

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

Seth sticks his foot out underneath him. Seth's fastest low attack. Unfortunately, it is still pretty slow by cr. LK standards, but this is pretty much all you have if you want to do empty jump low. Chains into itself, cr. LP and st. LK pretty easily otherwise.

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

Seth swings his leg low. A good normal to buffer with, but it is as slow as Evil Ryu's cr. MK and not as useful since Seth leans his hurtbox much farther forward. It can be used in some option selects to catch backdashes due to its range.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Seth sweeps his leg inward. A relatively slow sweep that doesn't cover as much range as it should, but hey, it still lands a knockdown if you manage to land it. Like cr. MK before it, it can be used in backdash option selects as well.


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png Yosokyaku (1) Head Stomp (1) d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Yosokyaku (2) Head Stomp (2) Perform after Yosokyaku (1)

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Yosokyaku (3) Head Stomp (3) Perform after Yosokyaku (2)

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tenmakujinkyaku

Dive Kick d + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Wall Jump

Wall Jump (in air, near wall) uf

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Genocide Shot

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Death Throw

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Sonic Boom

Fireball qcf + p ex

~~ Uses and Strategies ~~

Seth throws a Sonic Boom with one hand. Despite Seth's apparent lack of effort of throwing a Sonic Boom, he actually takes quite a while to recover from it; slightly longer than Ryu's Hadoken, for example. Your Sonic Booms should ideally be used at a range that prevents the opponent from jumping towards you too easily.

File:No image.png

Shoryuken

Uppercut dp + p ex

~~ Uses and Strategies ~~

Seth performs a Shoryuken. In Ultra Street Fighter IV, MP and HP Shoryuken are not as invincible as they used to be; in fact, if you're far enough as a grappler, you can even catch him on his grounded frames with a command throw! For all it's worth, Shoryuken is still a good anti-air, but your timing has to be on point if you want to avoid damage. If you're anticipating a hit, you can dash forward and do the Yosokyakus or EX Tanden Engine. EX Shoryuken still has the most invinciblity out of all EX DPs, and it doesn't succumb to the -5 on FADC forward even if you FADC the 2nd hit on block.

File:No image.png

Shoryuken Followup 1

Shoryuken Followup 1 dp + p Perform during Shoryuken

~~ Uses and Strategies ~~

Seth performs another Shoryuken with his other arm. There's very little you can do other than the next followup Shoryuken; however, if you anti-aired your opponent, they might just be high enough that you can just do the Yosokyakus instead, which leads to more damage and a reset.

File:No image.png

Shoryuken Followup 2

Shoryuken Followup 2 dp + p Perform during Shoryuken Followup 1

~~ Uses and Strategies ~~

Seth performs a spiraling Shoryuken. For the regular Shoryuken, this is the most you can do at this point. For EX Shoryuken, however, if this followup is timed so that it hits the opponent 4 or 5 times, you can link EX Tanden Engine after and land a huge combo. It costs three bars, but it is definitely worth your time getting the right amount of hits on this followup. You can also juggle with Tanden Typhoon with any number of hits if it is available.

File:No image.png

Hyakuretsukyaku

Spin Kick qcb + k ex armorbreak

~~ Uses and Strategies ~~

Seth does a spin kick, and if it connects, he kicks with the other leg, which suddenly unleashes a flurry of hits. This is Seth's best combo ender, and for good reason; it knocks the opponent into the other side of the screen, which leaves you with all of the space to do whatever you feel is best; either go back to playing defensively, or teleport in front of them to start the mixup game. LK/MK/HK are generally used depending on the strength of the normal it was cancelled from, while EX can only be cancelled from close st. MK, close st. MP, and close st. HP and still connect afterwards. The EX version is also strike and projectile invincible until the startup frame, and does significantly more stun (especially with the nerf to the stun of this move in Ultra Street Fighter IV) at the cost of damage. If the opponent blocks, you are at their mercy and are probably going to eat a big combo. Therefore, you should NEVER miss your links and cancels into this move.

File:No image.png

Tanden Engine

Vacuum qcb + p ( ex version armorbreak ) ex version consumes 2 blocks of Super Meter

~~ Uses and Strategies ~~

Seth briefly activates his Tanden Engine to pull the opponent towards him. This move has very interesting properties; it ends faster the closer the opponent is towards Seth; at its closest, Seth can link any move from the Tanden Engine (and can create inescapable block strings), but at its farthest, Seth becomes punishable, even on hit. It also pulls in the opponent whether or not they are blocking, and as of Ultra Street Fighter IV, none of his normals will cancel into any of the regular versions; only EX. So in general, you want to be close to the opponent when using this move to make the most use out of it. It's iffy at best in neutral since it's so slow, but if you've forced them to stay put through conditioning, you can pull them in even closer and force them into a mixup.

File:No image.png

Spinning Piledriver

Spinning Piledriver 360 + p ex

~~ Uses and Strategies ~~

Seth attempts to grab his opponent. If he does land the grab, he performs his own version of the Spinning Pile Driver, uppercutting the opponent before proceeding with the rest of the move. A slightly slower, shorter range version of the famed SPD, but the fact that he has it at all on top of all of his other moves is one of the main reasons Seth is hated upon so much. Once you integrate this move into your mixup game, everything suddenly becomes much deadlier and can make the opponent second guess themselves. Blocking becomes just another opportunity to be torn to shreds by Seth. That being said, SPD isn't inescapable, as it can still be avoided by jumping or backdashing, but Seth can also stuff these options with his other moves.

File:No image.png

Yoga Teleport

Teleport dp or rdp + 3p or 3k dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp + 3p will go backwards to half screen and rdp + 3k will go as far backwards as the screen allows

~~ Uses and Strategies ~~

Seth performs the Yoga Teleport. Another move to add to his arsenal to make his opponents hate him even more. That being said, Seth is pretty vulnerable once it ends, making it easier to option select. It is in your best interest not to use this move too often, or they will start expecting it from you and punish it. For some reason, when buffered from any animation other than wakeup, Yoga Teleport will not be properly executed, and instead, another special move, depending on the direction you use the teleport, will come out. Capcom has somehow made even teleporting with Seth a difficult task. All the more reason you should properly time your moves.


Super Combo

  Name Nickname Command Notes
File:No image.png

Tanden Storm

Super Combo qcf qcf + p

~~ Uses and Strategies ~~

Seth activates his Tanden Engine to suck the opponent into a sphere of wind. Most of the time, you don't really want to use this Super, since Seth has much better possible applications for his meter, and even more often, you do his Super by accident and intended for a Shoryuken to come out. However, if the opponent is within chip range, you can force most characters to get chipped out if you throw out a Sonic Boom and cancel straight into the HP version. If you want to use this move by itself, use the LP version; the other versions are too slow and don't have invincibility to cover the startup frames (but they do have better range, so make use of that information as you see fit).


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Tanden Stream

Ultra Combo I qcf qcf + 3p armorbreak

~~ Uses and Strategies ~~

Seth sends out a shockwave that reaches the whole screen. If it connects, he proceeds to suck in his opponents into the Tanden Engine and forcefully spits them back out. If the opponent blocks it, they are pushed back a significant distance away instead. Seth's go-to Ultra against most characters; it can anti-air sufficiently, punish from full screen away (especially on opponent focus dashing Sonic Booms), and leaves him in the best position possible for a potential Sonic Boom crossup mixup with his teleport. As of Ultra Street Fighter IV, it also no longer loses in the fireball trade as often if it is blocked. It does pitiful damage for an Ultra, likely to balance out Seth's other aspects, but it is still one of the best Ultras in the game for the reasons above.

File:No image.png

Tanden Typhoon

Ultra Combo II qcb qcb + 3p armorbreak

~~ Uses and Strategies ~~

Seth leans his body back all the way and summons a tornado from his Tanden Engine. This is probably the better Ultra to anti-air with, since it has a constant hitbox above and slightly in front of him, but he is much, MUCH more susceptible to punishes if he fails to land a hit with this Ultra. There is also no time for Seth to set up another mixup against the opponent, as Seth recovers that slowly from this move even on hit. While Tanden Typhoon can juggle decently from Hyakuretsukyaku in the corner (and EX Shoryuken followups from anywhere on the screen) and also do decent chip damage, it should not be used by itself and Ultra Combo Double should be chosen. The effectiveness of Tanden Stream is too good to pass up.


The Basics

Seth is a very adaptable character. He has many tools at his disposal, including a fireball, a command grab, an uppercut, a teleport, and a good combo ender in Hyakuretsukyaku. Seth can either be played extremely defensive and patient, or extremely offensive and smothering to the opponent. The main sacrifices he makes for all of these tools are below average normals, terrible walk speed, and health. While it has slightly increased since his introduction in vanilla Street Fighter IV, Seth still crumbles once the opponent lands a good hit. With the nerfs to his Shoryuken, Tanden Engine, and stun output, many players find him less viable as a result.

Seth is not a lost cause in the slightest, however. Once he finds an opening and knocks the opponent down, the mixup game remains strong, even with the introduction of delayed wakeup. Keeping your opponent guessing is Seth's main gameplan, and he will win if all the dice rolls are in his favour. If the distance is kept, however, Seth still has the far limbs and fireballs to keep the opponent out and force them to come to him.

Combos

cr. LK, cr. LP, cr. LP xx LK Hyakuretsukyaku

cr. LK, cr. LP, cr. MP xx MK Hyakuretsukyaku

cr. LP, close st. HP xx HK Hyakuretsukyaku or HP Shoryuken

cr. HP, HK Hyakuretsukyaku or Tanden Stream (U1)

cr. HP xx LP Shoryuken, Yosokyaku x3, Dive Kick

cr. LP, close st. HP xx Sonic Boom FADC close st. HP xx HK Hyakuretsukyaku or HP Shoryuken

Tanden Engine, cr. MP, close st. HP xx HK Hyakuretsukyaku or HP Shoryuken (does not work on Hakan, T. Hawk, and Zangief)

In the corner, any combo ending in Hyakuretsukyaku can be followed up with the toe taps into the dive kick.

HP Shoryuken can be replaced with EX Shoryuken, which can link to EX Tanden Engine as long as the 3rd Shoryuken does 4 or 5 hits, and any followup combo can be done afterward.

Your maximum punish should always start with a Tanden Engine, especially if they leave themselves wide open. This opens up every possible followup combo for max damage.

Strategy

"It's the battle of the century... Fight!"

At the start of a round, there are generally two things you can do; either back off and wait for them to act first, or dash up in their face to see how they react to your movement. The former is safer, but the latter can catch your opponent off guard. If you've never played your opponent before, however, it's probably best to stick to defensive gameplay for the first few seconds. A middle ground to these strategies would be to play footsies instead-- which Seth CAN do-- but his normals are not up to par with characters like Fei Long or even Ryu. He does have st. MP and st. MK as medium ranged normals, and cr. MK can be buffered into MK Hyakuretsukyaku. Do not use far st. HP at regular footsie range; it is very slow and easily punishable if they jump over it or focus through it. Even at full screen, it is still possible to whiff punish it or even counter hit it. Only use far st. HP at the tip of its range, where it can still hit but they are forced to either block it or try to preemptively counter hit it, which they need a hard read for. In any case, if you play your cards right, you will eventually end up knocking them down.

Mixup Opportunities

If you land a Hyakuretsukyaku, you can either simply maintain the distance or teleport forward behind them or in front. Your options if you teleport forward are somewhat limited if they do quick wakeup, but if timed properly, you are safe against everyone except characters with access to a move with a 2 frame startup. In this case, you can either go straight into an SPD, Shoryuken (if you're really antsy), or simply wait out and see what your opponent does to collect data. If they don't do quick wakeup, you are basically free to do what you want; dive kick on top of them, cross them up with jump LK or MK (jump LK leads to a very good tick throw setup while jump MK can lead into another combo if it isn't blocked), empty jump SPD, or just crouch tech option select with cr. LP + cr. LK xx cr. LK + cr. MK; if they backdash, most characters will get caught and you can buffer an MK Hyakuretsukyaku. If they block, they are stuck blocking and you can SPD them if they are within range. If you manage to hit them, you can keep doing cr. LK chains or link into cr. MP with cr. LP if they are close enough. You can even do Sonic Boom FADC into forward Yoga Teleport to do a side mixup.

Landing an SPD leaves you in a very good position. After the move ends, you can dash up, position yourself properly, and either do a jumping forward crossup mixup, empty jump crouch tech, or empty jump and do SPD again to keep them in this loop. Some characters can auto-correct and still hit you while you're in the air; in that case, just keep the mixup grounded and simple with either crouch tech or SPD. If you land this move in the corner, you don't really have to do much if you don't want to. Just make sure you keep them there.

The situation after a Shoryuken largely depends on whether they quick wakeup or not; if they do, you can dive kick right on top of them, cross them up with jump LK or MK, or empty jump SPD/crouch tech. If they don't quick wakeup, you are free to do any mixup you desire.

If you have a hard read on a backdash, you can simply use the Tanden Engine a little bit early to catch a backdash.

Landing Tanden Stream affords you one of the only feasible ways to do a Sonic Boom/Yoga Teleport mixup without spending two bars to FADC the Sonic Boom. Usually, the opponent will wake up with the Sonic Boom on top of them whether they do delayed wakeup or not, and this is a great round ender because most of the time, the opponent will not think to reversal the Sonic Boom.

On the Defensive

If you're in a situation where YOU get knocked down, you will have to carefully evaluate your options, since Seth has (arguably) too many options on his wakeup. The most obvious and probably riskiest one is his Shoryuken; it does knock your opponent down and can blow through any move with the proper timing, but if it gets blocked, Seth is left wide open for big damage combos. SPD is the middle ground for being fast and unblockable, but it's short ranged, and it will lose to jumps, backdashes, and meaty attacks (unless it's EX). Teleport is the safest option, but it can be option selected, and because it doesn't go very far, you can still be left open to a decent punish if your opponent has access to one. Seth also has a backdash that goes a fair distance, but that too can still be option selected. That just leaves blocking, crouch tech, stand tech, and jump away, something every character has access to. Even though Seth is tied for having the lowest health in the game, most Seth players are very reckless on defense, often jumping immediately to the first three options I mentioned right away, without accounting for the basic options, particularly blocking. A Seth player should not be afraid to block by any means, even if blocking eventually translates to 100 chip damage sustained. It's much better to eat that much chip than to succumb to frame traps or option selects that the opponent called you out for.

Ultra Selection

Tanden Stream is generally the preferred Ultra for most matchups because it is much more well rounded in usage, and it can punish from full screen like no other Ultra. There are some matchups that might require Tanden Typhoon, as Tanden Stream loses to moves that can stall in the air. Tanden Typhoon can also juggle from his moves relatively well and deal quite a bit of chip damage, but I personally evaluate Tanden Stream as too valuable to pass up, and so use Ultra Combo Double in those situations.

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg


vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth (self)

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 5 10 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 75 100 40 HL sp/su 5 2 10 16 2 5 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 90[80] 200[150] 60 HL sp/su 4 5 20 28 -7 -2 18 23 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 35 50 20 HL - 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 7 2 12 20 0 3 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 7 2*2 16 26 0 5[4] 18 23[22] [] refers to vs crouching Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 5 11 4 7 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 60 100 40 HL su 6 2 13 20 -1 2 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 80 200 60 HL - 13 3 30 45 -8 -5 25 28 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 4 2 8 13 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 60 100 40 HL - 8 3 12 22 -1 2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 90 200 60 HL - 10 3 18 30 -3 1 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 50 100 40 HL sp/su 5 2 9 17 1 5 14 18 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 34 -3 - 18 - [1st Hit]: Forces stand, [2nd Hit]: Free Juggle [1st Hit]: Forces stand, [2nd Hit]: Free Juggle [1st Hit]: Reset, [2nd Hit]: Free Juggle [1st Hit]: Reset, [2nd Hit]: Free Juggle - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 8 14 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 50 100 40 L sp/su 7 3 14 23 -5 -1 12 16 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 80 100 60 L - 8 2 25 34 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump HP Neutral Jump Fierce.gif 80 200 60 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Short.gif 45 50 20 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 9 - 14 - - 6~14F can control air movement Reset Reset - - - Lower body: 1~14F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 10 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H - 4 2*3 - 8 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - Lower body: 1~8F - - JP: 0*1
Angled Jump HP Angled Jump Fierce.gif 80 200 60 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LK Angled Jump Short.gif 45 50 20 H - 6 8 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~11F - - -
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H - 6 8 - 13 - - Reset Reset - - - - - - -
Yosokyaku (1) Head Stomp (1) 50 50 40 H - 3 3 After landing 7 13 - - Soft Knockdown Soft Knockdown - - - - - - JP: 2
Yosokyaku (2) Head Stomp (2) 30 50 40 H - 4 3 After landing 7 14 - - Soft Knockdown Soft Knockdown - - - - - - JP: 3
Yosokyaku (3) Head Stomp (3) 35 50 40 H - 5 3 After landing 7 15 - - Soft Knockdown Soft Knockdown - - - - - - JP: 4
Tenmakujinkyaku Dive Kick 60 100 60 H - 12 Until ground - - - - Reset Reset - - - - - - JP: 4
Wall Jump Wall Jump - - - - - - - - - - - Can perform until 27f of jump - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.261 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.261 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - - - Range: 2.261, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 98 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.261, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 128 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 2.261, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 65 2 35 101 - - - - Range: 2.261, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 98 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 2.261, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Genocide Shot Forward Throw 130 150 40 0.92 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Death Throw Back Throw 130 150 40 0.92 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sonic Boom Sonic Boom 60 50 10/20 HL su 14 - Total 47 61 -5 -1 - - 17~18f cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Sonic Boom Sonic Boom EX.gif 45*45 50*50 -250/0 HL su 14 - Total 58 72 -3 1 - - 30~31f cancellable, 2nd hit starts on 27f X Soft Knockdown Soft Knockdown - - - - - - -
Shoryuken Shoryuken Jab.gif 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 46 -21 - 19 - - - Lower body: 1~22F Lower body: 1~22F 1~7F 8F~ -
Shoryuken Strong.gif 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 56 -31 - 19 - - All: 1~5F Lower body: 8~22F Lower body: 8~22F - 8F~ -
Shoryuken Fierce.gif 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 59 -34 - 19 - - All: 1~5F Lower body: 8~22F Lower body: 8~22F - 8F~ -
EX Shoryuken Shoryuken EX.gif 100*50 100*50 -250/0 HL su*- 5 2*16 26+13 61 -34 - 21 - All: 1~22F - - - 8F~ -
Shoryuken Followup 1 Shoryuken Followup 1 40 25 0/10 HL - 4 8 After landing 13 - - - - - EX version does not gain meter - - - - - - JP: 1
Shoryuken Followup 2 Shoryuken Followup 2 10[20x5] 10[10x5] 0/10[0] HL - 4 20[4x5] After landing 13 - - - - - [] refers to EX version - - - - - - JP: 2, [EX Version] JP: 2~6 sequentially
Hyakuretsukyaku Spin Kicks Short.gif 10*120 0*100 20/10*35 HL - 12 2 36 49 -24 - 14 - 1st hit goes into animation X - - - - - - -
Spin Kicks Forward.gif 10*130 0*100 20/10*35 HL - 14 2 36 51 -24 - 14 - 1st hit goes into animation X - - - - - - -
Spin Kicks Roundhouse.gif 20*140 0*150 20/10*35 HL - 16 2 36 53 -24 - 14 - 1st hit goes into animation X - - - - - - -
EX Hyakuretsukyaku Spin Kicks EX.gif 20*110 0*250 -250/0 HL - 16 2 36 53 -24 - 14 - 1st hit goes into animation X - - All: 1~15F All: 1~15F - - -
Tanden Engine Tanden Engine Jab.gif 0 0 10/1 2.5 - 21 24 25 69 19 23 - - Cannot be canceled into, cannot be countered X Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand - - - - - All: 21~68F - - -
Tanden Engine Strong.gif 0 0 10/1 3.5 - 24 25 25 73 19 23 - - Cannot be canceled into, cannot be countered X Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand - - - - - All: 24~72F - - -
Tanden Engine Fierce.gif 0 0 1-Oct 4.5 - 26 25 25 75 19 23 - - Cannot be canceled into, cannot be countered X Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand - - - - - All: 26~74F - - -
EX Tanden Engine Tanden Engine EX.gif 0 0 -500/0 HL - 23 24 25 71 19 23 - - Cannot be countered, opponent gains 1 meter on hit X Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand Vacuum Effect, Forces Stand - - - All: 23~70F - - JP: Infinite, resets juggle count to 0
Spinning Piledriver Spinning Pile Driver Jab.gif 130 150 30/80 1.181 - 3 2 49 53 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Pile Driver Strong.gif 140 150 30/80 1.081 - 3 2 53 57 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Pile Driver Fierce.gif 150 150 30/80 0.981 - 3 2 56 60 - - - - X Hard Knockdown - - - - - - - - - -
EX Spinning Piledriver Spinning Pile Driver EX.gif 170 150 -250/0 1.131 - 3 2 49 53 - - - - Hard Knockdown - - - - - All: 1~4F All: 1~4F - - -
Yoga Teleport Teleport 0 0 - - - - - 48 48 - - - - Teleport complete on 19F - - - - - All: 1~31F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Storm Super Combo Jab.gif 10x20*120 0 -1000/0 HL - 1+5 80 81 166 -45 - - - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters X [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~6F - - - - JP: 127x21, JI:0x20*1
Super Combo Strong.gif 10x20*120 0 -1000/0 HL - 1+10 80 81 171 -45 - - - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters X [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F - - - - JP: 127x21, JI:0x20*1
Super Combo Fierce.gif 10x20*120 0 -1000/0 HL - 1+15 80 81 176 -45 - - - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack, breaks counters X [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown [1st Hit]: Vacuum, [21st Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F - - - - JP: 127x21, JI:0x20*1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Stream Ultra Combo 1 340 0 0/0 HL - 1+10 12 34 56 -25 - 21 Invincible on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12F - - - - -
Tanden Typhoon Ultra Combo 2 0*24x13*60 0 0/0 HL - 1+10 80 104 194 -70 - - - Lower hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - All: 12~89F - - JP: 0x2*12x12*15, JI:1x14*12
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: